One of the most important elements influencing the perception of the game is a properly designed space that accompanies the gameplay. Designing a level in such a way that it provides the viewers with the impressions assumed by the designer at a given moment of the game, and thus becomes visually engaging or merely a background, is a task requiring adequate preparation, experience, and many simulations. We have proposed a new way of generating urban space using the architectural method of the impression curve. In developing the tool, we defined the individual values of the impression curve in spatial form and its accompanying relationship, so that the game environment corresponds to the user’s experience at the adopted scale. We analyzed the levels, generated with our tool based on the defined impression curves, by a group of users who produced their impression curves as part of their exploration of the space. Our method indicated a different take on modular and generative spatial design than has been done to date, and the effectiveness of the proposed solution. Our discovery will allow further development of the use of the impression curve method in video games and link it to currently studied methods of the gameplay curve or audio curve, as components responsible for the appropriate control of player engagement and activity.

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A New Way to Generate Urban Environments for Video Games Using the Architectural Impression Curve Method

  • Andrzej Sasinowski,
  • Aneta Wiśniewska,
  • Jarosław Andrzejczak,
  • Adam Wojciechowski,
  • Rafał Szrajber

摘要

One of the most important elements influencing the perception of the game is a properly designed space that accompanies the gameplay. Designing a level in such a way that it provides the viewers with the impressions assumed by the designer at a given moment of the game, and thus becomes visually engaging or merely a background, is a task requiring adequate preparation, experience, and many simulations. We have proposed a new way of generating urban space using the architectural method of the impression curve. In developing the tool, we defined the individual values of the impression curve in spatial form and its accompanying relationship, so that the game environment corresponds to the user’s experience at the adopted scale. We analyzed the levels, generated with our tool based on the defined impression curves, by a group of users who produced their impression curves as part of their exploration of the space. Our method indicated a different take on modular and generative spatial design than has been done to date, and the effectiveness of the proposed solution. Our discovery will allow further development of the use of the impression curve method in video games and link it to currently studied methods of the gameplay curve or audio curve, as components responsible for the appropriate control of player engagement and activity.